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<section id="module-pygame.event">
<span id="pygame-event"></span><dl class="definition">
<dt class="title module sig sig-object">
<code class="docutils literal notranslate"><span class="pre">pygame.event</span></code></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">pygame module for interacting with events and queues</span></div>
</div>
<table class="toc docutils align-default">
<tbody>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="event.html#pygame.event.pump">pygame.event.pump</a></div>
</td>
<td>—</td>
<td>internally process pygame event handlers</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="event.html#pygame.event.get">pygame.event.get</a></div>
</td>
<td>—</td>
<td>get events from the queue</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="event.html#pygame.event.poll">pygame.event.poll</a></div>
</td>
<td>—</td>
<td>get a single event from the queue</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="event.html#pygame.event.wait">pygame.event.wait</a></div>
</td>
<td>—</td>
<td>wait for a single event from the queue</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="event.html#pygame.event.peek">pygame.event.peek</a></div>
</td>
<td>—</td>
<td>test if event types are waiting on the queue</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="event.html#pygame.event.clear">pygame.event.clear</a></div>
</td>
<td>—</td>
<td>remove all events from the queue</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="event.html#pygame.event.event_name">pygame.event.event_name</a></div>
</td>
<td>—</td>
<td>get the string name from an event id</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="event.html#pygame.event.set_blocked">pygame.event.set_blocked</a></div>
</td>
<td>—</td>
<td>control which events are allowed on the queue</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="event.html#pygame.event.set_allowed">pygame.event.set_allowed</a></div>
</td>
<td>—</td>
<td>control which events are allowed on the queue</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="event.html#pygame.event.get_blocked">pygame.event.get_blocked</a></div>
</td>
<td>—</td>
<td>test if a type of event is blocked from the queue</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="event.html#pygame.event.set_grab">pygame.event.set_grab</a></div>
</td>
<td>—</td>
<td>control the sharing of input devices with other applications</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="event.html#pygame.event.get_grab">pygame.event.get_grab</a></div>
</td>
<td>—</td>
<td>test if the program is sharing input devices</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="event.html#pygame.event.set_keyboard_grab">pygame.event.set_keyboard_grab</a></div>
</td>
<td>—</td>
<td>grab enables capture of system keyboard shortcuts like Alt+Tab or the Meta/Super key.</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="event.html#pygame.event.get_keyboard_grab">pygame.event.get_keyboard_grab</a></div>
</td>
<td>—</td>
<td>get the current keyboard grab state</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="event.html#pygame.event.post">pygame.event.post</a></div>
</td>
<td>—</td>
<td>place a new event on the queue</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="event.html#pygame.event.custom_type">pygame.event.custom_type</a></div>
</td>
<td>—</td>
<td>make custom user event type</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="event.html#pygame.event.Event">pygame.event.Event</a></div>
</td>
<td>—</td>
<td>pygame object for representing events</td>
</tr>
</tbody>
</table>
<p>Pygame handles all its event messaging through an event queue. The routines in
this module help you manage that event queue. The input queue is heavily
dependent on the <a class="tooltip reference internal" href="display.html#module-pygame.display" title=""><code class="xref py py-mod docutils literal notranslate"><span class="pre">pygame.display</span></code><span class="tooltip-content">pygame module to control the display window and screen</span></a> module. If the display has not been
initialized and a video mode not set, the event queue may not work properly.</p>
<p>The event queue has an upper limit on the number of events it can hold. When
the queue becomes full new events are quietly dropped. To prevent lost events,
especially input events which signal a quit command, your program must handle
events every frame (with <code class="docutils literal notranslate"><span class="pre">pygame.event.get()</span></code>, <code class="docutils literal notranslate"><span class="pre">pygame.event.pump()</span></code>,
<code class="docutils literal notranslate"><span class="pre">pygame.event.wait()</span></code>, <code class="docutils literal notranslate"><span class="pre">pygame.event.peek()</span></code> or <code class="docutils literal notranslate"><span class="pre">pygame.event.clear()</span></code>)
and process them. Not handling events may cause your system to decide your
program has locked up. To speed up queue processing use
<a class="tooltip reference internal" href="#pygame.event.set_blocked" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.event.set_blocked()</span></code><span class="tooltip-content">control which events are allowed on the queue</span></a> to limit which events get queued.</p>
<p>To get the state of various input devices, you can forego the event queue and
access the input devices directly with their appropriate modules:
<a class="tooltip reference internal" href="mouse.html#module-pygame.mouse" title=""><code class="xref py py-mod docutils literal notranslate"><span class="pre">pygame.mouse</span></code><span class="tooltip-content">pygame module to work with the mouse</span></a>, <a class="tooltip reference internal" href="key.html#module-pygame.key" title=""><code class="xref py py-mod docutils literal notranslate"><span class="pre">pygame.key</span></code><span class="tooltip-content">pygame module to work with the keyboard</span></a>, and <a class="tooltip reference internal" href="joystick.html#module-pygame.joystick" title=""><code class="xref py py-mod docutils literal notranslate"><span class="pre">pygame.joystick</span></code><span class="tooltip-content">Pygame module for interacting with joysticks, gamepads, and trackballs.</span></a>. If you use
this method, remember that pygame requires some form of communication with the
system window manager and other parts of the platform. To keep pygame in sync
with the system, you will need to call <a class="tooltip reference internal" href="#pygame.event.pump" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.event.pump()</span></code><span class="tooltip-content">internally process pygame event handlers</span></a> to keep
everything current. Usually, this should be called once per game loop.
Note: Joysticks will not send any events until the device has been initialized.</p>
<p>The event queue contains <a class="tooltip reference internal" href="#pygame.event.Event" title=""><code class="xref py py-class docutils literal notranslate"><span class="pre">pygame.event.Event</span></code><span class="tooltip-content">pygame object for representing events</span></a> event objects.
There are a variety of ways to access the queued events, from simply
checking for the existence of events, to grabbing them directly off the stack.
The event queue also offers some simple filtering which can slightly help
performance by blocking certain event types from the queue. Use
<a class="tooltip reference internal" href="#pygame.event.set_allowed" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.event.set_allowed()</span></code><span class="tooltip-content">control which events are allowed on the queue</span></a> and <a class="tooltip reference internal" href="#pygame.event.set_blocked" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.event.set_blocked()</span></code><span class="tooltip-content">control which events are allowed on the queue</span></a> to
change this filtering. By default, all event types can be placed on the queue.</p>
<p>All <a class="tooltip reference internal" href="#pygame.event.Event" title=""><code class="xref py py-class docutils literal notranslate"><span class="pre">pygame.event.Event</span></code><span class="tooltip-content">pygame object for representing events</span></a> instances contain an event type identifier
and attributes specific to that event type. The event type identifier is
accessible as the <a class="tooltip reference internal" href="#pygame.event.Event.type" title=""><code class="xref py py-attr docutils literal notranslate"><span class="pre">pygame.event.Event.type</span></code><span class="tooltip-content">event type identifier.</span></a> property. Any of the
event specific attributes can be accessed through the
<a class="tooltip reference internal" href="#pygame.event.Event.__dict__" title=""><code class="xref py py-attr docutils literal notranslate"><span class="pre">pygame.event.Event.__dict__</span></code><span class="tooltip-content">event attribute dictionary</span></a> attribute or directly as an attribute
of the event object (as member lookups are passed through to the object's
dictionary values). The event object has no method functions. Users can create
their own new events with the <a class="tooltip reference internal" href="#pygame.event.Event" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.event.Event()</span></code><span class="tooltip-content">pygame object for representing events</span></a> function.</p>
<p>The event type identifier is in between the values of <code class="docutils literal notranslate"><span class="pre">NOEVENT</span></code> and
<code class="docutils literal notranslate"><span class="pre">NUMEVENTS</span></code>. User defined events should have a value in the inclusive range
of <code class="docutils literal notranslate"><span class="pre">USEREVENT</span></code> to <code class="docutils literal notranslate"><span class="pre">NUMEVENTS</span> <span class="pre">-</span> <span class="pre">1</span></code>. User defined events can get a custom
event number with <a class="tooltip reference internal" href="#pygame.event.custom_type" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.event.custom_type()</span></code><span class="tooltip-content">make custom user event type</span></a>.
It is recommended all user events follow this system.</p>
<p>Events support equality and inequality comparisons. Two events are equal if
they are the same type and have identical attribute values.</p>
<p>While debugging and experimenting, you can print an event object for a quick
display of its type and members. The function <a class="tooltip reference internal" href="#pygame.event.event_name" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.event.event_name()</span></code><span class="tooltip-content">get the string name from an event id</span></a>
can be used to get a string representing the name of the event type.</p>
<p>Events that come from the system will have a guaranteed set of member
attributes based on the type. The following is a list of event types with their
specific attributes.</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">QUIT</span>              <span class="n">none</span>
<span class="n">ACTIVEEVENT</span>       <span class="n">gain</span><span class="p">,</span> <span class="n">state</span>
<span class="n">KEYDOWN</span>           <span class="n">key</span><span class="p">,</span> <span class="n">mod</span><span class="p">,</span> <span class="n">unicode</span><span class="p">,</span> <span class="n">scancode</span>
<span class="n">KEYUP</span>             <span class="n">key</span><span class="p">,</span> <span class="n">mod</span><span class="p">,</span> <span class="n">unicode</span><span class="p">,</span> <span class="n">scancode</span>
<span class="n">MOUSEMOTION</span>       <span class="n">pos</span><span class="p">,</span> <span class="n">rel</span><span class="p">,</span> <span class="n">buttons</span><span class="p">,</span> <span class="n">touch</span>
<span class="n">MOUSEBUTTONUP</span>     <span class="n">pos</span><span class="p">,</span> <span class="n">button</span><span class="p">,</span> <span class="n">touch</span>
<span class="n">MOUSEBUTTONDOWN</span>   <span class="n">pos</span><span class="p">,</span> <span class="n">button</span><span class="p">,</span> <span class="n">touch</span>
<span class="n">JOYAXISMOTION</span>     <span class="n">joy</span> <span class="p">(</span><span class="n">deprecated</span><span class="p">),</span> <span class="n">instance_id</span><span class="p">,</span> <span class="n">axis</span><span class="p">,</span> <span class="n">value</span>
<span class="n">JOYBALLMOTION</span>     <span class="n">joy</span> <span class="p">(</span><span class="n">deprecated</span><span class="p">),</span> <span class="n">instance_id</span><span class="p">,</span> <span class="n">ball</span><span class="p">,</span> <span class="n">rel</span>
<span class="n">JOYHATMOTION</span>      <span class="n">joy</span> <span class="p">(</span><span class="n">deprecated</span><span class="p">),</span> <span class="n">instance_id</span><span class="p">,</span> <span class="n">hat</span><span class="p">,</span> <span class="n">value</span>
<span class="n">JOYBUTTONUP</span>       <span class="n">joy</span> <span class="p">(</span><span class="n">deprecated</span><span class="p">),</span> <span class="n">instance_id</span><span class="p">,</span> <span class="n">button</span>
<span class="n">JOYBUTTONDOWN</span>     <span class="n">joy</span> <span class="p">(</span><span class="n">deprecated</span><span class="p">),</span> <span class="n">instance_id</span><span class="p">,</span> <span class="n">button</span>
<span class="n">VIDEORESIZE</span>       <span class="n">size</span><span class="p">,</span> <span class="n">w</span><span class="p">,</span> <span class="n">h</span>
<span class="n">VIDEOEXPOSE</span>       <span class="n">none</span>
<span class="n">USEREVENT</span>         <span class="n">code</span>
</pre></div>
</div>
<div class="versionchanged">
<p><span class="versionmodified changed">Changed in pygame 2.0.0: </span>The <code class="docutils literal notranslate"><span class="pre">joy</span></code> attribute was deprecated, <code class="docutils literal notranslate"><span class="pre">instance_id</span></code> was added.</p>
</div>
<div class="versionchanged">
<p><span class="versionmodified changed">Changed in pygame 2.0.1: </span>The <code class="docutils literal notranslate"><span class="pre">unicode</span></code> attribute was added to <code class="docutils literal notranslate"><span class="pre">KEYUP</span></code> event.</p>
</div>
<p>Note that <code class="docutils literal notranslate"><span class="pre">ACTIVEEVENT</span></code>, <code class="docutils literal notranslate"><span class="pre">VIDEORESIZE</span></code> and <code class="docutils literal notranslate"><span class="pre">VIDEOEXPOSE</span></code> are considered
as &quot;legacy&quot; events, the use of pygame2 <code class="docutils literal notranslate"><span class="pre">WINDOWEVENT</span></code> API is recommended over
the use of this older API.</p>
<p>You can also find a list of constants for keyboard keys
<a class="reference internal" href="key.html#key-constants-label"><span class="std std-ref">here</span></a>.</p>
<p>A keyboard event occurs when a key is pressed (<code class="docutils literal notranslate"><span class="pre">KEYDOWN</span></code>) and when a key is released (<code class="docutils literal notranslate"><span class="pre">KEYUP</span></code>)
The <code class="docutils literal notranslate"><span class="pre">key</span></code> attribute of keyboard events contains the value of what key was pressed or released.
The <code class="docutils literal notranslate"><span class="pre">mod</span></code> attribute contains information about the state of keyboard modifiers (SHIFT, CTRL, ALT, etc.).
The <code class="docutils literal notranslate"><span class="pre">unicode</span></code> attribute stores the 16-bit unicode value of the key that was pressed or released.
The <code class="docutils literal notranslate"><span class="pre">scancode</span></code> attribute represents the physical location of a key on the keyboard.</p>
<p>The <code class="docutils literal notranslate"><span class="pre">ACTIVEEVENT</span></code> contains information about the application gaining or losing focus. The <code class="docutils literal notranslate"><span class="pre">gain</span></code> attribute
will be 1 if the mouse enters the window, otherwise <code class="docutils literal notranslate"><span class="pre">gain</span></code> will be 0.  The <code class="docutils literal notranslate"><span class="pre">state</span></code> attribute will have a
value of <code class="docutils literal notranslate"><span class="pre">SDL_APPMOUSEFOCUS</span></code> if mouse focus was gained/lost, <code class="docutils literal notranslate"><span class="pre">SDL_APPINPUTFOCUS</span></code> if the application loses
or gains keyboard focus, or <code class="docutils literal notranslate"><span class="pre">SDL_APPACTIVE</span></code> if the application is minimized (<code class="docutils literal notranslate"><span class="pre">gain</span></code> will be 0) or restored.</p>
<div class="line-block">
<div class="line"><br /></div>
</div>
<p>When compiled with SDL2, pygame has these additional events and their
attributes.</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">AUDIODEVICEADDED</span>   <span class="n">which</span><span class="p">,</span> <span class="n">iscapture</span> <span class="p">(</span><span class="n">SDL</span> <span class="n">backend</span> <span class="o">&gt;=</span> <span class="mf">2.0.4</span><span class="p">)</span>
<span class="n">AUDIODEVICEREMOVED</span> <span class="n">which</span><span class="p">,</span> <span class="n">iscapture</span> <span class="p">(</span><span class="n">SDL</span> <span class="n">backend</span> <span class="o">&gt;=</span> <span class="mf">2.0.4</span><span class="p">)</span>
<span class="n">FINGERMOTION</span>       <span class="n">touch_id</span><span class="p">,</span> <span class="n">finger_id</span><span class="p">,</span> <span class="n">x</span><span class="p">,</span> <span class="n">y</span><span class="p">,</span> <span class="n">dx</span><span class="p">,</span> <span class="n">dy</span>
<span class="n">FINGERDOWN</span>         <span class="n">touch_id</span><span class="p">,</span> <span class="n">finger_id</span><span class="p">,</span> <span class="n">x</span><span class="p">,</span> <span class="n">y</span><span class="p">,</span> <span class="n">dx</span><span class="p">,</span> <span class="n">dy</span>
<span class="n">FINGERUP</span>           <span class="n">touch_id</span><span class="p">,</span> <span class="n">finger_id</span><span class="p">,</span> <span class="n">x</span><span class="p">,</span> <span class="n">y</span><span class="p">,</span> <span class="n">dx</span><span class="p">,</span> <span class="n">dy</span>
<span class="n">MOUSEWHEEL</span>         <span class="n">which</span><span class="p">,</span> <span class="n">flipped</span><span class="p">,</span> <span class="n">x</span><span class="p">,</span> <span class="n">y</span><span class="p">,</span> <span class="n">touch</span><span class="p">,</span> <span class="n">precise_x</span><span class="p">,</span> <span class="n">precise_y</span>
<span class="n">MULTIGESTURE</span>       <span class="n">touch_id</span><span class="p">,</span> <span class="n">x</span><span class="p">,</span> <span class="n">y</span><span class="p">,</span> <span class="n">pinched</span><span class="p">,</span> <span class="n">rotated</span><span class="p">,</span> <span class="n">num_fingers</span>
<span class="n">TEXTEDITING</span>        <span class="n">text</span><span class="p">,</span> <span class="n">start</span><span class="p">,</span> <span class="n">length</span>
<span class="n">TEXTINPUT</span>          <span class="n">text</span>
</pre></div>
</div>
<div class="versionadded">
<p><span class="versionmodified added">New in pygame 1.9.5.</span></p>
</div>
<div class="versionchanged">
<p><span class="versionmodified changed">Changed in pygame 2.0.2: </span>Fixed amount horizontal scroll (x, positive to the right and negative to the left).</p>
</div>
<div class="versionchanged">
<p><span class="versionmodified changed">Changed in pygame 2.0.2: </span>The <code class="docutils literal notranslate"><span class="pre">touch</span></code> attribute was added to all the <code class="docutils literal notranslate"><span class="pre">MOUSE</span></code> events.</p>
</div>
<p>The <code class="docutils literal notranslate"><span class="pre">touch</span></code> attribute of <code class="docutils literal notranslate"><span class="pre">MOUSE</span></code> events indicates whether or not the events were generated
by a touch input device, and not a real mouse. You might want to ignore such events, if your application
already handles <code class="docutils literal notranslate"><span class="pre">FINGERMOTION</span></code>, <code class="docutils literal notranslate"><span class="pre">FINGERDOWN</span></code> and <code class="docutils literal notranslate"><span class="pre">FINGERUP</span></code> events.</p>
<div class="versionadded">
<p><span class="versionmodified added">New in pygame 2.1.3: </span>Added <code class="docutils literal notranslate"><span class="pre">precise_x</span></code> and <code class="docutils literal notranslate"><span class="pre">precise_y</span></code> to <code class="docutils literal notranslate"><span class="pre">MOUSEWHEEL</span></code> events</p>
</div>
<p><code class="docutils literal notranslate"><span class="pre">MOUSEWHEEL</span></code> event occurs whenever the mouse wheel is moved.
The <code class="docutils literal notranslate"><span class="pre">which</span></code> attribute determines if the event was generated from a touch input device vs an actual
mousewheel.
The <code class="docutils literal notranslate"><span class="pre">preciseX</span></code> attribute contains a float with the amount scrolled horizontally (positive to the right,
negative to the left).
The <code class="docutils literal notranslate"><span class="pre">preciseY</span></code> attribute contains a float with the amount scrolled vertically (positive away from user,
negative towards user).
The <code class="docutils literal notranslate"><span class="pre">flipped</span></code> attribute determines if the values in x and y will be opposite or not. If <code class="docutils literal notranslate"><span class="pre">SDL_MOUSEWHEEL_FLIPPED</span></code>
is defined, the direction of x and y will be opposite.</p>
<p><code class="docutils literal notranslate"><span class="pre">TEXTEDITING</span></code> event is triggered when a user activates an input method via hotkey or selecting an
input method in a GUI and starts typing</p>
<p>The <code class="docutils literal notranslate"><span class="pre">which</span></code> attribute for <code class="docutils literal notranslate"><span class="pre">AUDIODEVICE*</span></code> events is an integer representing the index for new audio
devices that are added. <code class="docutils literal notranslate"><span class="pre">AUDIODEVICE*</span></code> events are used to update audio settings or device list.</p>
<div class="line-block">
<div class="line"><br /></div>
</div>
<p>Many new events were introduced in pygame 2.</p>
<p>pygame can recognize text or files dropped in its window. If a file
is dropped, <code class="docutils literal notranslate"><span class="pre">DROPFILE</span></code> event will be sent, <code class="docutils literal notranslate"><span class="pre">file</span></code> will be its path.
The <code class="docutils literal notranslate"><span class="pre">DROPTEXT</span></code> event is only supported on X11.</p>
<p><code class="docutils literal notranslate"><span class="pre">MIDIIN</span></code> and <code class="docutils literal notranslate"><span class="pre">MIDIOUT</span></code> are events reserved for <a class="tooltip reference internal" href="midi.html#module-pygame.midi" title=""><code class="xref py py-mod docutils literal notranslate"><span class="pre">pygame.midi</span></code><span class="tooltip-content">pygame module for interacting with midi input and output.</span></a> use.
<code class="docutils literal notranslate"><span class="pre">MIDI*</span></code> events differ from <code class="docutils literal notranslate"><span class="pre">AUDIODEVICE*</span></code> events in that AUDIODEVICE
events are triggered when there is a state change related to an audio
input/output device.</p>
<p>pygame 2 also supports controller hot-plugging</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">Event</span> <span class="n">name</span>               <span class="n">Attributes</span> <span class="ow">and</span> <span class="n">notes</span>

<span class="n">DROPFILE</span>                 <span class="n">file</span>
<span class="n">DROPBEGIN</span>                <span class="p">(</span><span class="n">SDL</span> <span class="n">backend</span> <span class="o">&gt;=</span> <span class="mf">2.0.5</span><span class="p">)</span>
<span class="n">DROPCOMPLETE</span>             <span class="p">(</span><span class="n">SDL</span> <span class="n">backend</span> <span class="o">&gt;=</span> <span class="mf">2.0.5</span><span class="p">)</span>
<span class="n">DROPTEXT</span>                 <span class="n">text</span> <span class="p">(</span><span class="n">SDL</span> <span class="n">backend</span> <span class="o">&gt;=</span> <span class="mf">2.0.5</span><span class="p">)</span>
<span class="n">MIDIIN</span>
<span class="n">MIDIOUT</span>
<span class="n">CONTROLLERDEVICEADDED</span>    <span class="n">device_index</span>
<span class="n">JOYDEVICEADDED</span>           <span class="n">device_index</span>
<span class="n">CONTROLLERDEVICEREMOVED</span>  <span class="n">instance_id</span>
<span class="n">JOYDEVICEREMOVED</span>         <span class="n">instance_id</span>
<span class="n">CONTROLLERDEVICEREMAPPED</span> <span class="n">instance_id</span>
<span class="n">KEYMAPCHANGED</span>            <span class="p">(</span><span class="n">SDL</span> <span class="n">backend</span> <span class="o">&gt;=</span> <span class="mf">2.0.4</span><span class="p">)</span>
<span class="n">CLIPBOARDUPDATE</span>
<span class="n">RENDER_TARGETS_RESET</span>     <span class="p">(</span><span class="n">SDL</span> <span class="n">backend</span> <span class="o">&gt;=</span> <span class="mf">2.0.2</span><span class="p">)</span>
<span class="n">RENDER_DEVICE_RESET</span>      <span class="p">(</span><span class="n">SDL</span> <span class="n">backend</span> <span class="o">&gt;=</span> <span class="mf">2.0.4</span><span class="p">)</span>
<span class="n">LOCALECHANGED</span>            <span class="p">(</span><span class="n">SDL</span> <span class="n">backend</span> <span class="o">&gt;=</span> <span class="mf">2.0.14</span><span class="p">)</span>
</pre></div>
</div>
<p>Also in this version, <code class="docutils literal notranslate"><span class="pre">instance_id</span></code> attributes were added to joystick events,
and the <code class="docutils literal notranslate"><span class="pre">joy</span></code> attribute was deprecated.</p>
<p><code class="docutils literal notranslate"><span class="pre">KEYMAPCHANGED</span></code> is a type of an event sent when keymap changes due to a
system event such as an input language or keyboard layout change.</p>
<p><code class="docutils literal notranslate"><span class="pre">CLIPBOARDUPDATE</span></code> is an event sent when clipboard changes. This can still
be considered as an experimental feature, some kinds of clipboard changes might
not trigger this event.</p>
<p><code class="docutils literal notranslate"><span class="pre">LOCALECHANGED</span></code> is an event sent when user locale changes</p>
<div class="versionadded">
<p><span class="versionmodified added">New in pygame 2.0.0.</span></p>
</div>
<div class="versionadded">
<p><span class="versionmodified added">New in pygame 2.1.3: </span><code class="docutils literal notranslate"><span class="pre">KEYMAPCHANGED</span></code>, <code class="docutils literal notranslate"><span class="pre">CLIPBOARDUPDATE</span></code>,
<code class="docutils literal notranslate"><span class="pre">RENDER_TARGETS_RESET</span></code>, <code class="docutils literal notranslate"><span class="pre">RENDER_DEVICE_RESET</span></code> and <code class="docutils literal notranslate"><span class="pre">LOCALECHANGED</span></code></p>
</div>
<div class="line-block">
<div class="line"><br /></div>
</div>
<p>Since pygame 2.0.1, there are a new set of events, called window events.
Here is a list of all window events, along with a short description</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">Event</span> <span class="nb">type</span>                <span class="n">Short</span> <span class="n">description</span>

<span class="n">WINDOWSHOWN</span>            <span class="n">Window</span> <span class="n">became</span> <span class="n">shown</span>
<span class="n">WINDOWHIDDEN</span>           <span class="n">Window</span> <span class="n">became</span> <span class="n">hidden</span>
<span class="n">WINDOWEXPOSED</span>          <span class="n">Window</span> <span class="n">got</span> <span class="n">updated</span> <span class="n">by</span> <span class="n">some</span> <span class="n">external</span> <span class="n">event</span>
<span class="n">WINDOWMOVED</span>            <span class="n">Window</span> <span class="n">got</span> <span class="n">moved</span>
<span class="n">WINDOWRESIZED</span>          <span class="n">Window</span> <span class="n">got</span> <span class="n">resized</span>
<span class="n">WINDOWSIZECHANGED</span>      <span class="n">Window</span> <span class="n">changed</span> <span class="n">its</span> <span class="n">size</span>
<span class="n">WINDOWMINIMIZED</span>        <span class="n">Window</span> <span class="n">was</span> <span class="n">minimized</span>
<span class="n">WINDOWMAXIMIZED</span>        <span class="n">Window</span> <span class="n">was</span> <span class="n">maximized</span>
<span class="n">WINDOWRESTORED</span>         <span class="n">Window</span> <span class="n">was</span> <span class="n">restored</span>
<span class="n">WINDOWENTER</span>            <span class="n">Mouse</span> <span class="n">entered</span> <span class="n">the</span> <span class="n">window</span>
<span class="n">WINDOWLEAVE</span>            <span class="n">Mouse</span> <span class="n">left</span> <span class="n">the</span> <span class="n">window</span>
<span class="n">WINDOWFOCUSGAINED</span>      <span class="n">Window</span> <span class="n">gained</span> <span class="n">focus</span>
<span class="n">WINDOWFOCUSLOST</span>        <span class="n">Window</span> <span class="n">lost</span> <span class="n">focus</span>
<span class="n">WINDOWCLOSE</span>            <span class="n">Window</span> <span class="n">was</span> <span class="n">closed</span>
<span class="n">WINDOWTAKEFOCUS</span>        <span class="n">Window</span> <span class="n">was</span> <span class="n">offered</span> <span class="n">focus</span> <span class="p">(</span><span class="n">SDL</span> <span class="n">backend</span> <span class="o">&gt;=</span> <span class="mf">2.0.5</span><span class="p">)</span>
<span class="n">WINDOWHITTEST</span>          <span class="n">Window</span> <span class="n">has</span> <span class="n">a</span> <span class="n">special</span> <span class="n">hit</span> <span class="n">test</span> <span class="p">(</span><span class="n">SDL</span> <span class="n">backend</span> <span class="o">&gt;=</span> <span class="mf">2.0.5</span><span class="p">)</span>
<span class="n">WINDOWICCPROFCHANGED</span>   <span class="n">Window</span> <span class="n">ICC</span> <span class="n">profile</span> <span class="n">changed</span> <span class="p">(</span><span class="n">SDL</span> <span class="n">backend</span> <span class="o">&gt;=</span> <span class="mf">2.0.18</span><span class="p">)</span>
<span class="n">WINDOWDISPLAYCHANGED</span>   <span class="n">Window</span> <span class="n">moved</span> <span class="n">on</span> <span class="n">a</span> <span class="n">new</span> <span class="n">display</span> <span class="p">(</span><span class="n">SDL</span> <span class="n">backend</span> <span class="o">&gt;=</span> <span class="mf">2.0.18</span><span class="p">)</span>
</pre></div>
</div>
<p><code class="docutils literal notranslate"><span class="pre">WINDOWMOVED</span></code>, <code class="docutils literal notranslate"><span class="pre">WINDOWRESIZED</span></code> and <code class="docutils literal notranslate"><span class="pre">WINDOWSIZECHANGED</span></code> have <code class="docutils literal notranslate"><span class="pre">x</span></code> and
<code class="docutils literal notranslate"><span class="pre">y</span></code> attributes, <code class="docutils literal notranslate"><span class="pre">WINDOWDISPLAYCHANGED</span></code> has a <code class="docutils literal notranslate"><span class="pre">display_index</span></code> attribute.
All windowevents have a <code class="docutils literal notranslate"><span class="pre">window</span></code> attribute.</p>
<div class="versionadded">
<p><span class="versionmodified added">New in pygame 2.0.1.</span></p>
</div>
<div class="versionadded">
<p><span class="versionmodified added">New in pygame 2.1.3: </span><code class="docutils literal notranslate"><span class="pre">WINDOWICCPROFCHANGED</span></code> and <code class="docutils literal notranslate"><span class="pre">WINDOWDISPLAYCHANGED</span></code></p>
</div>
<div class="line-block">
<div class="line"><br /></div>
</div>
<p>On Android, the following events can be generated</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">Event</span> <span class="nb">type</span>                 <span class="n">Short</span> <span class="n">description</span>

<span class="n">APP_TERMINATING</span>           <span class="n">OS</span> <span class="ow">is</span> <span class="n">terminating</span> <span class="n">the</span> <span class="n">application</span>
<span class="n">APP_LOWMEMORY</span>             <span class="n">OS</span> <span class="ow">is</span> <span class="n">low</span> <span class="n">on</span> <span class="n">memory</span><span class="p">,</span> <span class="k">try</span> <span class="n">to</span> <span class="n">free</span> <span class="n">memory</span> <span class="k">if</span> <span class="n">possible</span>
<span class="n">APP_WILLENTERBACKGROUND</span>   <span class="n">Application</span> <span class="ow">is</span> <span class="n">entering</span> <span class="n">background</span>
<span class="n">APP_DIDENTERBACKGROUND</span>    <span class="n">Application</span> <span class="n">entered</span> <span class="n">background</span>
<span class="n">APP_WILLENTERFOREGROUND</span>   <span class="n">Application</span> <span class="ow">is</span> <span class="n">entering</span> <span class="n">foreground</span>
<span class="n">APP_DIDENTERFOREGROUND</span>    <span class="n">Application</span> <span class="n">entered</span> <span class="n">foreground</span>
</pre></div>
</div>
<div class="versionadded">
<p><span class="versionmodified added">New in pygame 2.1.3.</span></p>
</div>
<div class="line-block">
<div class="line"><br /></div>
</div>
<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.event.pump">
<span class="sig-prename descclassname"><span class="pre">pygame.event.</span></span><span class="sig-name descname"><span class="pre">pump</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.event.pump" title="Link to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">internally process pygame event handlers</span></div>
<div class="line"><span class="signature">pump() -&gt; None</span></div>
</div>
<p>For each frame of your game, you will need to make some sort of call to the
event queue. This ensures your program can internally interact with the rest
of the operating system. If you are not using other event functions in your
game, you should call <code class="docutils literal notranslate"><span class="pre">pygame.event.pump()</span></code> to allow pygame to handle
internal actions.</p>
<p>This function is not necessary if your program is consistently processing
events on the queue through the other <a class="tooltip reference internal" href="#module-pygame.event" title=""><code class="xref py py-mod docutils literal notranslate"><span class="pre">pygame.event</span></code><span class="tooltip-content">pygame module for interacting with events and queues</span></a> functions.</p>
<p>There are important things that must be dealt with internally in the event
queue. The main window may need to be repainted or respond to the system. If
you fail to make a call to the event queue for too long, the system may
decide your program has locked up.</p>
<div class="admonition caution">
<p class="admonition-title">Caution</p>
<p>This function should only be called in the thread that initialized <a class="tooltip reference internal" href="display.html#module-pygame.display" title=""><code class="xref py py-mod docutils literal notranslate"><span class="pre">pygame.display</span></code><span class="tooltip-content">pygame module to control the display window and screen</span></a>.</p>
</div>
</dd></dl>

<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.event.get">
<span class="sig-prename descclassname"><span class="pre">pygame.event.</span></span><span class="sig-name descname"><span class="pre">get</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.event.get" title="Link to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">get events from the queue</span></div>
<div class="line"><span class="signature">get(eventtype=None) -&gt; Eventlist</span></div>
<div class="line"><span class="signature">get(eventtype=None, pump=True) -&gt; Eventlist</span></div>
<div class="line"><span class="signature">get(eventtype=None, pump=True, exclude=None) -&gt; Eventlist</span></div>
</div>
<p>This will get all the messages and remove them from the queue. If a type or
sequence of types is given only those messages will be removed from the
queue and returned.</p>
<p>If a type or sequence of types is passed in the <code class="docutils literal notranslate"><span class="pre">exclude</span></code> argument
instead, then all only <em>other</em> messages will be removed from the queue. If
an <code class="docutils literal notranslate"><span class="pre">exclude</span></code> parameter is passed, the <code class="docutils literal notranslate"><span class="pre">eventtype</span></code> parameter <em>must</em> be
None.</p>
<p>If you are only taking specific events from the queue, be aware that the
queue could eventually fill up with the events you are not interested.</p>
<p>If <code class="docutils literal notranslate"><span class="pre">pump</span></code> is <code class="docutils literal notranslate"><span class="pre">True</span></code> (the default), then <a class="tooltip reference internal" href="#pygame.event.pump" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.event.pump()</span></code><span class="tooltip-content">internally process pygame event handlers</span></a> will be called.</p>
<div class="versionchanged">
<p><span class="versionmodified changed">Changed in pygame 1.9.5: </span>Added <code class="docutils literal notranslate"><span class="pre">pump</span></code> argument</p>
</div>
<div class="versionchanged">
<p><span class="versionmodified changed">Changed in pygame 2.0.2: </span>Added <code class="docutils literal notranslate"><span class="pre">exclude</span></code> argument</p>
</div>
</dd></dl>

<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.event.poll">
<span class="sig-prename descclassname"><span class="pre">pygame.event.</span></span><span class="sig-name descname"><span class="pre">poll</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.event.poll" title="Link to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">get a single event from the queue</span></div>
<div class="line"><span class="signature">poll() -&gt; Event instance</span></div>
</div>
<p>Returns a single event from the queue. If the event queue is empty an event
of type <code class="docutils literal notranslate"><span class="pre">pygame.NOEVENT</span></code> will be returned immediately. The returned event
is removed from the queue.</p>
<div class="admonition caution">
<p class="admonition-title">Caution</p>
<p>This function should only be called in the thread that initialized <a class="tooltip reference internal" href="display.html#module-pygame.display" title=""><code class="xref py py-mod docutils literal notranslate"><span class="pre">pygame.display</span></code><span class="tooltip-content">pygame module to control the display window and screen</span></a>.</p>
</div>
</dd></dl>

<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.event.wait">
<span class="sig-prename descclassname"><span class="pre">pygame.event.</span></span><span class="sig-name descname"><span class="pre">wait</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.event.wait" title="Link to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">wait for a single event from the queue</span></div>
<div class="line"><span class="signature">wait() -&gt; Event instance</span></div>
<div class="line"><span class="signature">wait(timeout) -&gt; Event instance</span></div>
</div>
<p>Returns a single event from the queue. If the queue is empty this function
will wait until one is created. From pygame 2.0.0, if a <code class="docutils literal notranslate"><span class="pre">timeout</span></code> argument
is given, the function will return an event of type <code class="docutils literal notranslate"><span class="pre">pygame.NOEVENT</span></code>
if no events enter the queue in <code class="docutils literal notranslate"><span class="pre">timeout</span></code> milliseconds. The event is removed
from the queue once it has been returned. While the program is waiting it will
sleep in an idle state. This is important for programs that want to share the
system with other applications.</p>
<div class="versionchanged">
<p><span class="versionmodified changed">Changed in pygame 2.0.0.dev13: </span>Added <code class="docutils literal notranslate"><span class="pre">timeout</span></code> argument</p>
</div>
<div class="admonition caution">
<p class="admonition-title">Caution</p>
<p>This function should only be called in the thread that initialized <a class="tooltip reference internal" href="display.html#module-pygame.display" title=""><code class="xref py py-mod docutils literal notranslate"><span class="pre">pygame.display</span></code><span class="tooltip-content">pygame module to control the display window and screen</span></a>.</p>
</div>
</dd></dl>

<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.event.peek">
<span class="sig-prename descclassname"><span class="pre">pygame.event.</span></span><span class="sig-name descname"><span class="pre">peek</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.event.peek" title="Link to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">test if event types are waiting on the queue</span></div>
<div class="line"><span class="signature">peek(eventtype=None) -&gt; bool</span></div>
<div class="line"><span class="signature">peek(eventtype=None, pump=True) -&gt; bool</span></div>
</div>
<p>Returns <code class="docutils literal notranslate"><span class="pre">True</span></code> if there are any events of the given type waiting on the
queue. If a sequence of event types is passed, this will return <code class="docutils literal notranslate"><span class="pre">True</span></code> if
any of those events are on the queue.</p>
<p>If <code class="docutils literal notranslate"><span class="pre">pump</span></code> is <code class="docutils literal notranslate"><span class="pre">True</span></code> (the default), then <a class="tooltip reference internal" href="#pygame.event.pump" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.event.pump()</span></code><span class="tooltip-content">internally process pygame event handlers</span></a> will be called.</p>
<div class="versionchanged">
<p><span class="versionmodified changed">Changed in pygame 1.9.5: </span>Added <code class="docutils literal notranslate"><span class="pre">pump</span></code> argument</p>
</div>
</dd></dl>

<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.event.clear">
<span class="sig-prename descclassname"><span class="pre">pygame.event.</span></span><span class="sig-name descname"><span class="pre">clear</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.event.clear" title="Link to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">remove all events from the queue</span></div>
<div class="line"><span class="signature">clear(eventtype=None) -&gt; None</span></div>
<div class="line"><span class="signature">clear(eventtype=None, pump=True) -&gt; None</span></div>
</div>
<p>Removes all events from the queue. If <code class="docutils literal notranslate"><span class="pre">eventtype</span></code> is given, removes the given event
or sequence of events. This has the same effect as <a class="tooltip reference internal" href="#pygame.event.get" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.event.get()</span></code><span class="tooltip-content">get events from the queue</span></a> except <code class="docutils literal notranslate"><span class="pre">None</span></code>
is returned. It can be slightly more efficient when clearing a full event queue.</p>
<p>If <code class="docutils literal notranslate"><span class="pre">pump</span></code> is <code class="docutils literal notranslate"><span class="pre">True</span></code> (the default), then <a class="tooltip reference internal" href="#pygame.event.pump" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.event.pump()</span></code><span class="tooltip-content">internally process pygame event handlers</span></a> will be called.</p>
<div class="versionchanged">
<p><span class="versionmodified changed">Changed in pygame 1.9.5: </span>Added <code class="docutils literal notranslate"><span class="pre">pump</span></code> argument</p>
</div>
</dd></dl>

<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.event.event_name">
<span class="sig-prename descclassname"><span class="pre">pygame.event.</span></span><span class="sig-name descname"><span class="pre">event_name</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.event.event_name" title="Link to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">get the string name from an event id</span></div>
<div class="line"><span class="signature">event_name(type) -&gt; string</span></div>
</div>
<p>Returns a string representing the name (in CapWords style) of the given
event type.</p>
<p>&quot;UserEvent&quot; is returned for all values in the user event id range.
&quot;Unknown&quot; is returned when the event type does not exist.</p>
<div class="versionchanged">
<p><span class="versionmodified changed">Changed in pygame 2.5.0: </span>Added support for keyword arguments.</p>
</div>
</dd></dl>

<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.event.set_blocked">
<span class="sig-prename descclassname"><span class="pre">pygame.event.</span></span><span class="sig-name descname"><span class="pre">set_blocked</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.event.set_blocked" title="Link to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">control which events are allowed on the queue</span></div>
<div class="line"><span class="signature">set_blocked(type) -&gt; None</span></div>
<div class="line"><span class="signature">set_blocked(typelist) -&gt; None</span></div>
<div class="line"><span class="signature">set_blocked(None) -&gt; None</span></div>
</div>
<p>The given event types are not allowed to appear on the event queue. By
default all events can be placed on the queue. It is safe to disable an
event type multiple times.</p>
<p>If <code class="docutils literal notranslate"><span class="pre">None</span></code> is passed as the argument, ALL of the event types are blocked
from being placed on the queue.</p>
</dd></dl>

<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.event.set_allowed">
<span class="sig-prename descclassname"><span class="pre">pygame.event.</span></span><span class="sig-name descname"><span class="pre">set_allowed</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.event.set_allowed" title="Link to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">control which events are allowed on the queue</span></div>
<div class="line"><span class="signature">set_allowed(type) -&gt; None</span></div>
<div class="line"><span class="signature">set_allowed(typelist) -&gt; None</span></div>
<div class="line"><span class="signature">set_allowed(None) -&gt; None</span></div>
</div>
<p>The given event types are allowed to appear on the event queue. By default,
all event types can be placed on the queue. It is safe to enable an event
type multiple times.</p>
<p>If <code class="docutils literal notranslate"><span class="pre">None</span></code> is passed as the argument, ALL of the event types are allowed
to be placed on the queue.</p>
</dd></dl>

<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.event.get_blocked">
<span class="sig-prename descclassname"><span class="pre">pygame.event.</span></span><span class="sig-name descname"><span class="pre">get_blocked</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.event.get_blocked" title="Link to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">test if a type of event is blocked from the queue</span></div>
<div class="line"><span class="signature">get_blocked(type) -&gt; bool</span></div>
<div class="line"><span class="signature">get_blocked(typelist) -&gt; bool</span></div>
</div>
<p>Returns <code class="docutils literal notranslate"><span class="pre">True</span></code> if the given event type is blocked from the queue. If a
sequence of event types is passed, this will return <code class="docutils literal notranslate"><span class="pre">True</span></code> if any of those
event types are blocked.</p>
</dd></dl>

<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.event.set_grab">
<span class="sig-prename descclassname"><span class="pre">pygame.event.</span></span><span class="sig-name descname"><span class="pre">set_grab</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.event.set_grab" title="Link to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">control the sharing of input devices with other applications</span></div>
<div class="line"><span class="signature">set_grab(bool) -&gt; None</span></div>
</div>
<p>When your program runs in a windowed environment, it will share the mouse
and keyboard devices with other applications that have focus. If your
program sets the event grab to <code class="docutils literal notranslate"><span class="pre">True</span></code>, it will lock all input into your
program.</p>
<p>It is best to not always grab the input, since it prevents the user from
doing other things on their system.</p>
</dd></dl>

<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.event.get_grab">
<span class="sig-prename descclassname"><span class="pre">pygame.event.</span></span><span class="sig-name descname"><span class="pre">get_grab</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.event.get_grab" title="Link to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">test if the program is sharing input devices</span></div>
<div class="line"><span class="signature">get_grab() -&gt; bool</span></div>
</div>
<p>Returns <code class="docutils literal notranslate"><span class="pre">True</span></code> when the input events are grabbed for this application.</p>
</dd></dl>

<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.event.set_keyboard_grab">
<span class="sig-prename descclassname"><span class="pre">pygame.event.</span></span><span class="sig-name descname"><span class="pre">set_keyboard_grab</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.event.set_keyboard_grab" title="Link to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">grab enables capture of system keyboard shortcuts like Alt+Tab or the Meta/Super key.</span></div>
<div class="line"><span class="signature">set_keyboard_grab(bool) -&gt; None</span></div>
</div>
<p>Keyboard grab enables capture of system keyboard shortcuts like Alt+Tab or the Meta/Super key.
Note that not all system keyboard shortcuts can be captured by applications (one example is Ctrl+Alt+Del on Windows).
This is primarily intended for specialized applications such as VNC clients or VM frontends. Normal games should not use keyboard grab.</p>
<div class="versionadded">
<p><span class="versionmodified added">New in pygame 2.5.0.</span></p>
</div>
</dd></dl>

<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.event.get_keyboard_grab">
<span class="sig-prename descclassname"><span class="pre">pygame.event.</span></span><span class="sig-name descname"><span class="pre">get_keyboard_grab</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.event.get_keyboard_grab" title="Link to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">get the current keyboard grab state</span></div>
<div class="line"><span class="signature">get_keyboard_grab() -&gt; bool</span></div>
</div>
<p>Returns <code class="docutils literal notranslate"><span class="pre">True</span></code> when keyboard grab is enabled.</p>
<div class="versionadded">
<p><span class="versionmodified added">New in pygame 2.5.0.</span></p>
</div>
</dd></dl>

<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.event.post">
<span class="sig-prename descclassname"><span class="pre">pygame.event.</span></span><span class="sig-name descname"><span class="pre">post</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.event.post" title="Link to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">place a new event on the queue</span></div>
<div class="line"><span class="signature">post(Event) -&gt; bool</span></div>
</div>
<p>Places the given event at the end of the event queue.</p>
<p>This is usually used for placing custom events on the event queue.
Any type of event can be posted, and the events posted can have any attributes.</p>
<p>This returns a boolean on whether the event was posted or not. Blocked events
cannot be posted, and this function returns <code class="docutils literal notranslate"><span class="pre">False</span></code> if you try to post them.</p>
<div class="versionchanged">
<p><span class="versionmodified changed">Changed in pygame 2.0.1: </span>returns a boolean, previously returned <code class="docutils literal notranslate"><span class="pre">None</span></code></p>
</div>
</dd></dl>

<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.event.custom_type">
<span class="sig-prename descclassname"><span class="pre">pygame.event.</span></span><span class="sig-name descname"><span class="pre">custom_type</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.event.custom_type" title="Link to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">make custom user event type</span></div>
<div class="line"><span class="signature">custom_type() -&gt; int</span></div>
</div>
<p>Reserves a <code class="docutils literal notranslate"><span class="pre">pygame.USEREVENT</span></code> for a custom use.</p>
<p>If too many events are made a <a class="tooltip reference internal" href="pygame.html#pygame.error" title=""><code class="xref py py-exc docutils literal notranslate"><span class="pre">pygame.error</span></code><span class="tooltip-content">standard pygame exception</span></a> is raised.</p>
<div class="versionadded">
<p><span class="versionmodified added">New in pygame 2.0.0.dev3.</span></p>
</div>
</dd></dl>

<dl class="py class definition">
<dt class="sig sig-object py title" id="pygame.event.Event">
<span class="sig-prename descclassname"><span class="pre">pygame.event.</span></span><span class="sig-name descname"><span class="pre">Event</span></span><a class="headerlink" href="#pygame.event.Event" title="Link to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">pygame object for representing events</span></div>
<div class="line"><span class="signature">Event(type, dict) -&gt; Event</span></div>
<div class="line"><span class="signature">Event(type, **attributes) -&gt; Event</span></div>
</div>
<table class="toc docutils align-default">
<tbody>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="event.html#pygame.event.Event.type">pygame.event.Event.type</a></div>
</td>
<td>—</td>
<td>event type identifier.</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="event.html#pygame.event.Event.__dict__">pygame.event.Event.__dict__</a></div>
</td>
<td>—</td>
<td>event attribute dictionary</td>
</tr>
</tbody>
</table>
<p>A pygame object used for representing an event. <code class="docutils literal notranslate"><span class="pre">Event</span></code> instances
support attribute assignment and deletion.</p>
<p>When creating the object, the attributes may come from a dictionary
argument with string keys or from keyword arguments.</p>
<div class="admonition note">
<p class="admonition-title">Note</p>
<p>From version 2.1.3 <code class="docutils literal notranslate"><span class="pre">EventType</span></code> is an alias for <code class="docutils literal notranslate"><span class="pre">Event</span></code>. Beforehand,
<code class="docutils literal notranslate"><span class="pre">Event</span></code> was a function that returned <code class="docutils literal notranslate"><span class="pre">EventType</span></code> instances. Use of
<code class="docutils literal notranslate"><span class="pre">Event</span></code> is preferred over <code class="docutils literal notranslate"><span class="pre">EventType</span></code> wherever it is possible, as
the latter could be deprecated in a future version.</p>
</div>
<dl class="py attribute definition">
<dt class="sig sig-object py title" id="pygame.event.Event.type">
<span class="sig-name descname"><span class="pre">type</span></span><a class="headerlink" href="#pygame.event.Event.type" title="Link to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">event type identifier.</span></div>
<div class="line"><span class="signature">type -&gt; int</span></div>
</div>
<p>Read-only. The event type identifier. For user created event
objects, this is the <code class="docutils literal notranslate"><span class="pre">type</span></code> argument passed to
<a class="tooltip reference internal" href="#pygame.event.Event" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.event.Event()</span></code><span class="tooltip-content">pygame object for representing events</span></a>.</p>
<p>For example, some predefined event identifiers are <code class="docutils literal notranslate"><span class="pre">QUIT</span></code> and
<code class="docutils literal notranslate"><span class="pre">MOUSEMOTION</span></code>.</p>
</dd></dl>

<dl class="py attribute definition">
<dt class="sig sig-object py title" id="pygame.event.Event.__dict__">
<span class="sig-name descname"><span class="pre">__dict__</span></span><a class="headerlink" href="#pygame.event.Event.__dict__" title="Link to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">event attribute dictionary</span></div>
<div class="line"><span class="signature">__dict__ -&gt; dict</span></div>
</div>
<p>Read-only. The event type specific attributes of an event. The
<code class="docutils literal notranslate"><span class="pre">dict</span></code> attribute is a synonym for backward compatibility.</p>
<p>For example, the attributes of a <code class="docutils literal notranslate"><span class="pre">KEYDOWN</span></code> event would be <code class="docutils literal notranslate"><span class="pre">unicode</span></code>,
<code class="docutils literal notranslate"><span class="pre">key</span></code>, and <code class="docutils literal notranslate"><span class="pre">mod</span></code></p>
</dd></dl>

<div class="versionadded">
<p><span class="versionmodified added">New in pygame 1.9.2: </span>Mutable attributes.</p>
</div>
</dd></dl>

</dd></dl>

</section>


<br /><br />
<hr />
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